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UNITED STATES OF AMERICA. 



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DIVAN. 



PATIENCE: 



SERIES OE GAMES WITH CARDS. 



COMPILED BY 

MRS. E. D. CHENEY. 



LET PATIENCE HAVE HER PERFECT WORK." 



Third Edition, witk Additions. 

boston T6'/6/'2s 

LEE AND SHEPARD PUBLISHERS 

IO MILK STREET 
I3 9 5 



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Qvi2 



Entered, according to Act of Congress, in the year 1869, by 

LEE AND SIIEPARD, 

In the Clerk's Office of the District Court of the District of Massachusetts. 

Copyright, 1894, by Lee and Shewed. 



PREFACE 

TO THIED EDITION. 

In bringing out a new edition of my 
little book, I have taken the opportu- 
nity to make a few explanations of dif- 
ficulties which have been reported to 
me in regard to the old games, as well 
as to add new ones. 

A peculiar nomenclature has natu- 
rally arisen in the use of Patience, 
which is not always carefully employed 
by writers or understood by learners. 
One game has often developed from 



Z PREFACE. 

another ; and any one who wishes to 
master this beautiful recreation, would 
do well to begin at the beginning of 
the book and try all the games in suc- 
cession, by which means he will under- 
stand them better, and find out which 
will give him most pleasure. 

One player likes a difficult game, 
which taxes the mind and rewards a 
careful use of all opportunities, al- 
though success be rare. Such an one 
will keep to the strictest interpretation 
of rules. Another will like the sooth- 
ing effect of the simpler games, which 
depend mainly on luck, and which 
beguile the time without taxing the 
brain . 



PREFACE. 6 

Where directions are not explicit, 
each player will interpret them accord- 
ing to his feeling. 

As the practice of the game has 
extended, numberless new forms have 
been brought out, and many variations 
occur on the same theme. I cannot 
give them all within the limits of my 
little book, but have tried to select 
those which are most valuable. 

I heartily thank those who have re- 
ceived the book with so much favor, 
and who have aided me with criticism 
and suggestion. 

It has been a welcome thought that 
this humble work has helped many a 
poor sufferer in exercising the virtue 



4 PREFACE. 

whose name it bears; has cheered the 
loneliness of old age, and even soothed 
the pangs of sorrow. May it go on 
ever developing and improving, until 
" Patience has its perfect work " in 
mitigating the sufferings of humanity. 

Jamaica Plain Mass. 

September 1894 



PREFACE. 



•**> 



The Game, or rather style of game, 
called Patience, — for it is not one, 
but manifold; — has long been a great 
favorite in Europe, but is familiar to our 
people only in one or two of its simples! 
forms, under the French name of Soli 
taire. 

I have endeavored, in this little bock, 
to naturalize it here, in all its charming 
variety. I believe it to be an innocent 

(5) 



6 PREFACE. 

and agreeable amusement, well fitted to 
refresh the mind after severer labors, 
and to beguile the weary hours of inva- 
lidism or seclusion. Its great advan- 
tage consists in the fact that it is played 
by one person alone. Yet it can also 
become a social pleasure, by others look- 
ing on and sharing in the interest of 
the chase and the pleasure of success. 
The mother may be plying her busy 
needle, and yet share in the counsel 
and enjoyment of her child, who is plan- 
ning out his game of Patience beside 
her. It does not produce the feverish 
excitement of games of chance and skill 
played against an opponent. The con- 
test is against fate, or chance, or cir- 



PREFACE. T 

cumstance, as you choose to call it, 
alone, and there is no feeling of rivalry 
or opposition excited. In most of the 
games both skill and chance enter into 
the account, and some of them tax the 
ingenuity of the player very thoroughly; 
but in others only quick observation is 
needed. The mind is thus gently stim- 
ulated, while the quiet progress of the 
game tends to cultivate the important 
virtue whose name it bears. The inva- 
lid, too feeble to lay out the cards, will 
often be entertained by watching the 
progress of the game in another's 
hands. 

The interest of Patience is sometimes 
enhanced by using it as a fortune-teller. 



3 PREFACE. 

The player will wish for the success of 
some enterprise he has at heart, and 
will fancy that his good or ill fortune 
in getting out the game is an augury 
of his luck in more important mat- 
ters. It may often prove so, for the 
quiet attention and calm patience which 
enable one to seize the best opportuni- 
ties in the mimic struggle, may help to 
win success in the more important 
affairs of life. 

Patience is a great favorite among all 
the people of the Germanic races in 
Europe. Miss Bremer frequently al- 
ludes to it in her charming pictures 
of life in Sweden. For instance, in 
! Tho Home," Louise calms her anxious 



PREFACE. S 

thoughts by playing " Patience ; " and 
many others of her characters find it a 
good specific against weariness and 
trouble. It has been introduced both 
into France and England, and was, we 
are told, a solace to the weary hours of 
exile at St. Helena. 

It remains for me to indicate the 
sources whence I have derived my in- 
formation. The majority of these games 
are taken from a little book published 
first in France, and afterward trans- 
lated into English, which accidentally 
came to my notice. So much of the 
awkwardness of a translation remained 
in the English book, that the descrip- 
tions of the games were often extreme- 



10 PREFACE. 

ly obscure, and what may have been 
graceful sentiment in the original bo- 
came absurd in the dilution. I have, 
therefore, entirely rewritten all the de- 
scriptions of the games, and tested 
them all by experiment, and have 
added diagrams wherever it seemed 
necessary to a perfect understanding. 
Several additional games, some of 
which are entirely different from any 
in the English book, have been gath- 
ered from other sources. 

As many of the games require a 
large number of cards upon the table 
at once, it has been found convenient 
to use small-sized cards. It being diffi- 
cult to procure these of good quality, 



PREFACE. 11 

the publishers have had some prepared 
to accompany this book. 

Although I have long wished tho 
publication of these games, for my own 
convenience and that of others, esteem- 
ing any increase of the means of inno- 
cent amusement a public good ; yet my 
purpose was stimulated by the wish to 
procure funds for establishing libraries 
for the Freedmen's Schools at the South. 
All the compiler's percentage will be 
devoted to this object, and the very 
liberal allowance made by the publish- 
ers leads me to hope, that, while con- 
tributing to the entertainment of tho 
home circle and the solace of the inva- 
lid's couch, I shall also have the pleas- 



12 PREFACE, 

lire of sending instruction and encour 
agement to many a school at the South, 
and so — " Patience may have her per- 
fect work." 

Ednah D. Cheney. 



PREFACE 

TO THE SECOND EDITION. 

Patience has met with so much favor, 
that I gladly take the opportunity of a 
new edition to make such corrections 
and additions as four years' use has 
suggested to me. These consist only 
of slight verbal additions to make the 
text more clear, and of three new 
games which have come to my notice, 
and which are very valuable. They 
are the only important additions that 
[ have found, although many persons' 



14 PREFACE. 

have kindly told me of games which 
they had played ; but 1 have always 
found them to be only slight variations 
of some already in the book. As I am 
fully convinced of the great value of 
this amusement as a resource to inva- 
lids and rest to over-wearied brains, I 
should be glad to make it of per- 
manent value and as complete as pos- 
sible, and I shall be grateful for any 
suggestions of new games, whose prin- 
ciole varies from any of those I have 
already given. 



CONTENTS. 



Solitaire, 

Grandfathers, 

The Sultan, 

Paternal, 

The Trios, a Variation of 
Paternal, . . 

Musical, 

The Legitimist, 

Fourteen, 

The Windmill, ...... 

Salique Law, 

Push Pin, 

Little Lots, 

Wandering Card, .... 
Patience at St. Helena, . 

Blockade, 

Number Eleven, . . . . 

The Egyptian, 

The Clock, 

Double Jump, 

Xivernaise, 

Duchess of Luynes, . . . 

Picture, 

Lady of the Manor, . . . 

Honors, 

Puzzle, 



One pack. 
Two packs. 
Tivo packs. 
One pack. 



One pack. 
One pack. 
Two packs. 
Two packs. 
Two packs. 
Two pack*. 
Two packs. 
Euchre pack 
One pack. 
Tico packs. 
Tioo packs. 
One or two pad 
One pack. 
One pack. 
One pack. 
Tico packs. 
Two parks. 
Tivo packs. 
Tico packs. 
Tico packs. 
Euchre pack. 
15 



page 
17 
20 
23 

27 



31 
33 
36 
38 
40 
41 
47 
49 
51 
54 
58 
s. 60 
62 
66 
70 
72 
74 
70 
73 
S3 
80 



16 



CONTENTS. 



Knave's Dial, . . . 
Brunette and Blonde 
The Square, . . . 
The Queen's Party, 
Fifteen in a Row, 
Napoleon, ok the Pet 
The Old Stager, 
Corners, . . . 
Bank and File, . 
The Toad, . . . 
Fooliana, . . . 
Triangle, . . . 
Staircase, . . . 
Game of Seven, . 
Sequel to Musical 
A Spell, .... 
Louise's Game, 
Bethel, .... 
Weavers, .... 
Gambler's Patience 
Fours, .... 
Bridal Wreath, 
Picture Gallery 
The Flower Garden, 
Reversible Sequen 
Intervale, . . . 
Queen's Cotillon, 
Sympathy, . . . 



G 



AME 



CES, 



One or tioo 
Two packs, 
Two packs 
One pack. 
Two packs, 
Two packs 
Two packs, 
One pack. , 
Two packs, 
Two ]iacks, 
One pack. . 
One pack. , 
Two packs. 
One pack. , 
One pack. . 
One pack. . 
One pack. . 
One pack. . 
Tico packs. 
One pack. . 
One pack. , 
Two packs. 
One pack. 



PAGE 

packs. 88 
. ( . 
no 



Two packs. 
Two packs. 
Two packs. 
Two packs. 



Explanation of Terms used, 
Appendix, 



<!4 
<J() 
CO 
102 
104 
108 
111 
113 
117 
120 
123 
125 
128 
120 
131 
133 
i;5 

137 
139 

141 
143 
145 
147 
149 
151 

153 
155 



GAMES OF PATIENCE. 



SOLITAIRE 



ONE PACK. 



rriHIS is the simplest form of E^ 
JL tience, and yet it requires no little 
skill to play it judiciously. It is well 
adapted to invalids who cannot bear 
much effort. 

Shuffle the cards well. Lay the four 
aces as they come in a row. Place 
Hie other cards as they appear from 
\he pack, on the aces in order, with- 
out following suit ; as ace, deuce, three, 

2 (») 



18 SOLITAIRE. 

four, <fcc. ; this is called putting the cards 
in Families. Place the cards which do 
not fit on these in due order, in four 
piles below, and whenever the top card 
will go on the upper line in regular 
sequence, you can use it, which will thus 
free the card beneath it. The skill con- 
sists in deciding on which of these four 
piles to place the cards from the pack, 
and which card to use, if you have 
two top cards of the same number. Oi 
course you must not, if you can help 
it, place a higher card on a lower ; but 
if you have already four piles, this will 
often be unavoidable ; you must then 
endeavor to get off the higher cards, 
to free those beneath. According to 
the old, strict rule, of not looking to see 
what cards are beneath the top card, it 



SOLITAIRE. 19 

becomes an excellent exercise of mem- 
ory, to recall in which pile are the cards 
you want at the moment. It is not well 
to place many cards of the same num- 
ber in one pile. If you can complete 
the families in the upper row to the 
kings, you have succeeded in your 
first trial of patience ; if not, you have 
failed. 

You may make this game still easier, 
by taking out the aces, and placing 
them in the upper row, before begin- 
ning the game ; or you may make it 
more difficult by following suit in the 
families, in which case you are entitled 
to take up the lower piles, re-shuffle 
them, and re-lay them twice. 



20 GRAND FA THERS. 



GRANDFATHERS. 

TWO PACKS. 

THE origin of this name is not 
known. It differs materially from 
Solitaire, as in this game one set of 
families proceeds upward, from ace to 
king, the other downward, from king 
to ace. Having shuffled both packs 
together, as usual, lay off two rows, of 
ten cards each, on the table. As the 
aces and kings appear, place them in 
two rows. You can use any of the 
cards you have laid down, in forming 
your families, but you must arrange 
them according to suits; that is, you 



GRANDFATHERS. 21 

must put all hearts upon the king or ace 
of hearts, and do the same with spades, 
clubs, and diamonds. When your first 
two rows are full, you may cover each 
card with another, placing it at your 
pleasure. In this consists the skill of 
the game ; for, as you can only use the 
top card, it is important to leave uncov- 
ered such cards as you are likely soon 
to want. Should you have covered all 
your cards before using up the pack, 
and not be able to place any of them on 
your families, you can lay off three 
more from the pack; and should this 
not enable you to succeed, you have 
the privilege of drawing one. 

If you have played all the cards with- 
out completing your families, you can 
draw any card from the table and put 



22 GRANDFATHERS. 

it on the piles, which may enable you 
to go on farther. Should you still 
be unsuccessful, the Grandfathers have 
proved too difficult for you this time, 
and you must try again. 



THE SULTAN. 23 



THE SULTAN. 

TWO PACKS. 

THIS is, perhaps, the most curious 
and interesting of all the games 
of Patience, and if successful, it forms a 
pretty picture of the Sultan or King of 
Hearts surrounded by his eight Queens. 
As it is rather difficult to understand 
the arrangement, we have prepared a 
little diagram to illustrate it. 

Take out the ace of hearts and all the 
kings. Place one king of hearts in the 
centre. Just above him place the ace 
of hearts, and below him the other king 



24 THE SULTAN. 

of hearts. On each side of the ace 
place the kings of clubs, who represent 
war. On each side of the first king of 
hearts are the kings of diamonds, repre- 
senting the treasury ; and on the lower 
line, each side of the second king of 
hearts, are the kings of spades, repre- 
senting the industrial forces. Then 
shuffle the remaining cards, and lay off 
from the pack. Put the first four cards 
on one side of the square formed by the 
kings, placing the ends of the cards 
towards tho square. Put the next four 
cards on the other side in a similar 
manner: these eight cards form the 
Divan. Leaving the Sultan untouched, 
form the other families, by placing the 
aces on the kings, and so piling, in reg- 
ular succession, according to suits, end 



THE SULTAN. 25 

ing with the queens. Place all cards 
which you cannot immediately use in a 
pile on the table, which is called the 
Stock. You can use the card you are 
laying off from the pack or the top 
card of the stock, or any card in the 
divan, in forming your families. When 
a card is taken from the divan, you 
may fill its place either by the top card 
from the stock, or by the next card from 
the pack, as you think most likely to 
be favorable to your purpose. 

When you have exhausted the pack, 
you can take up the stock and use it as 
a pack, always keeping your divan full. 
This you can do twice. Some skill is 
required in placing the cards in the 
divan, and in selecting them for use 
and constant care is needed that nc 



26 THE SULTAN. 

opportunity of placing a card in the 
families escapes you. You will, after a 
little experience, generally be rewarded 
with success. 



PATERNAL. 27 



PATERNAL. 

ONE PACK. 

THIS game, which is very interest- 
ing from its varied complications, 
was named Paternal because of the 
pleasure it afforded to an old gentleman 
who was accustomed to play it a great 
deal in the long winter evenings. We 
wish he could have had the added pleas- 
ure of the variety of amusing games 
which we have the pleasure of present 
ing to our readers. 

In this game we have, for the first 
time, the feature of Marriages ; that is, 
the privilege of placing a top or end 



28 PATERNAL, 

card on another of the same suit, which 
is either next above or next below it 
in number. 

Lay the four aces in a row ; lay out 
all the other cards in piles of three, 
spreading them a little, so that you can 
see those beneath. You can use only 
the top card ; but you can form mar- 
riages to any extent, thus enabling you 
often to free the top card, and to get 
out the whole suit. The families are 
piled upwards upon the aces, following 
suit. The skill consists in forming the 
marriages so as not to cover other 
cards, which you may presently want to 
use in your families. If you do not suc- 
ceed in completing your families from 
the first piles of cards, you take up 
your piles, shuffle them, and lay them 



PATERNAL. 29 

down again in the same way, going 
through the process of forming mar- 
riages. You may repeat this a third 
time if necessary. Tou have also the 
privilege of drawing one card, but you 
should be careful not to use this priv- 
ilege the first or second time, unless 
you see clearly that by so doing you 
can win the game ; for if you have but 
three cards left in the last trial, they 
may lie upon one another, so that you 
cannot use them. This game requires 
a good large table, and several persons 
can assist with advice and sympathy, so 
as to make it quite a social game. 

There are many modifications of this 
game. Some persons only make the 
marriages by putting lower cards on 
higher. Others do not allow any relay- 



30 PATERNAL. 

ing of the cards, or drawing, but instead 
of these privileges, when a king is the 
top card of a trio, you may take it off 
and lay it upon the table, and place lower 
cards upon it in succession, thus giving 
yen an additional chance. 



THJS THJOS. 31 



THE TRIOS. 
A VARIATION OF "PATERNAL." 

ONE PACK. 

LAY off the cards in threes as in 
the former game, but divide the 
last four cards into twos. The families 
are to be formed on the four aces 
following suit. Only the top cards of 
the piles can be used. You can foim 
marriages by placing a lower card on 
one next higher, without regard to suit, 
but you cannot put a higher card on a 
lower, nor have more than three on one 



32 THE THrns. 

pile at any time. You can also put a 
king on a king, a queen on a queen 7 and 
a knave on a knave. You have no privi- 
lege of relaying the piles or drawing a 
card. 



MUSICAL. 33 

MUSICAL. 

ONE PACK. 

THIS game is so named because it ia 
a very ingenious arrangement of 
numbers in two scales. It is entirely 
unlike any other game in the book. 
It requires very little skill, as it depends 
almost entirely on the accidental ar- 
rangement of the cards by shuffling, 
and it is not often successful; but even 
if you fail, you will enjoy the ingenuity 
of the arrangement. Place eight cards 
in two horizontal lines, putting the ace, 
deuce, three, and four of any suit in the 
first line, and a two, four, six, eight, in 
the second, thus : — 
3 



34 MUSICAL. 

l_2—3—4 
2—4—6—8 

Then play from the pack, putting on 
the lower line any card whose pits make 
the sum of those of the card on the 
upper line and the one below it. For 
instance, if you turn up a nine, you can 
place it below the three, as six and 
three are nine ; if a six, put it below the 
two, since four and two are six. Then 
you will have a place for an eight under 
the two, for six and two are eight, &c. 
Knaves count eleven, queens twelve, 
kings thirteen. If the number amounts 
to more than thirteen, you take the 
amount beyond as the denomination for 
the lower card. Thus, knave and three 
would be ace, queen and four would be 



MUSICAL. 3J 

three, and so on. All cards which can- 
not be immediately used, are placed in 
a stock, of which you can use the top 
card as opportunity offers. You can 
turn ths stock twice. If successful, 
the lower line will be all kings. 



V 



36 THE LEGITIMIST. 



THE LEGITIMIST. 

TWO PACKS. 

THIS name is of French origin, but 
it seems to have no special adap- 
tation to the game. It may have been 
applied to it from some old royalist, who 
solaced his years of exile with the com- 
pany of mimic kings and queens. It 
requires close attention, but is not oth- 
erwise difficult. 

Take a king and place it at the left. 
Then, having shuffled your cards well 
together, begin to lay them off. You 
place in succession, in a horizontal row, 
next the king, the queen, knave, ten, 



THE LEGITIMIST. 37 

nine, eight, seven, and six, as they ap- 
pear from the pack. On these you form 
the families, of thirteen cards each, pil- 
ing downwards, not following suit, and 
ending each family with the number 
next to the bottom card, so that you, 
will finish, if successful, with a row of 
piles whose top cards number from the 
ace to the seven, inclusive. Put the 
cards that you cannot immediately use 
in a stock. You can take up this stock, 
re-shuffle it, and re-lay it twice. 

You must be very careful to observe 
when your families are complete, for as 
each one ends with a different number, 
you will be likely to put on too many 
cards if you are inattentive. 



38 FOURTEEN. 

FOURTEEN. 

TWO PACKS. 

FTnHIS pretty little game is ^ery sim 
A_ ple ; and requires little or no skill. 
Lay off five rows of five cards each. 
Look over the rows both perpendicu- 
larly and horizontally. If in any row, 
either way, you find two cards whose 
pits number fourteen, you can throw 
them out, and fill their places with oth- 
ers from the pack. Fill the spaces in 
the same order in which you first laid 
out the cards. 

The knave counts as eleven, the 
queen twelve, the king thirteen. If 
your places are all full, and you can 
take none out before the pack is ex- 



FOURTEEN. 39 

hausted, you have the privilege of ex- 
changing the place of two cards. Should 
you still have no vacant places, you 
have failed in the game. When the 
pack is exhausted, take the cards in the 
lower rows. Shuffle them, and fill up 
the empty places in the other rows. 
Continue to do this till you have used 
up all the cards, when you will have 
succeeded in mastering the game of 
fourteen. 



40 THE WINDMILL. 



THE WINDMILL. 

TWO PACKS. 

THIS is one of those pretty games 
which forms a pleasing figure dur- 
ing the process of filling up the fami- 
lies. You can exercise your ingenuity 
in so placing the cards as to make the 
resemblance to the sails of a windmill 
as complete as possible. 

Select an ace, and place it in the cen 
tre. Then, from your well-shuffled pack, 
take the first eight cards, and place 
them around it in a circle, leaving a 
free space between. When the first 
four kings appear, place one above, 





♦ ♦ 2 





THE WINDMILL. 

i, 2, 3, 4, The Kings' Places. 



THE WINDMILL. 43 

one below, and one on each side of 
the central ace. We have added a 
diagram to make this perfectly clear. 
You form your families downward on 
these kings, and upward on the ace in 
the centre, not following suit. You 
can use the cards in the sails of the 
mill, and replace them either from the 
stock or the pack. You put all the 
cards which you do not immediately 
use in the stock. When the family in 
the centre is completed, you put anoth- 
er ace on the king, and proceed in the 
same manner, until you have all the 
four aces, with their complete families, 
in the centre pile. 



44 SALIQUE LAW. 



SALIQUE LAW. 

TWO PACKS. 

THIS is one of the most interesting 
and pretty of these games. It 
takes its name from the famous law of 
feudal times, by which the female de- 
scendants of the royal families were 
excluded from all share in the gov- 
ernment. 

Take two entire packs of cards and 
shuffle them well together. Then select 
any king from them, and lay it upon the 
table before you. Place the cards which 
you cannot at once use on this ; or, in 
technical language, form a stock upon 



SALIQUE LAW. 45 

it. You place the cards in three rows. 
In the lower row you put the aces and 
all cards which will follow in regular 
succession up to the knave, without 
regard to the suit. The queens are 
placed in the middle row, and the kings, 
with the stock upon them, in the upper 
row. When you meet another king, 
you place the first one in the upper 
row, with the stock upon it, and make a 
stock on the second, going on thus till 
the pack is exhausted. You can use 
the top card from these piles whenever 
opportunity offers. When the pack is 
out, if you have any kings uncovered, 
you can take the top cards from other 
piles and place on them, thus freeing the 
card beneath. Should you not in this 
way be enabled to complete your rows, 



46 SALIQUE LAW. 

you have finally the privilege of draw- 
ing one card from the upper piles, and 
placing it upon the lower. If you suc- 
ceed, you will have all the court cards 
on the table in three rows, the kings at 
the head ; the queens, who have per- 
formed their feudal duty of looking 
pretty and doing nothing, in the second 
row; and the knaves, with the common 
cards beneath them, in the third. There 
is much skill in selecting the cards judi- 
ciously from the top piles, as you are 
allowed to look at the under ones in this 
game. 



PUSH PIN. 47 



PUSH PIN. 

TWO PACKS. 

nnHIS is a favorite game, and is very 
JL entertaining. It requires quick 
observation, but no other skill. You 
must allow plenty of room for it on 
your table. Lay out the cards in a 
straight line. If any card is between 
two of the same suit, or two of the same 
value, you push it out of the line, Jet- 
ting the others close up to fill its place. 
Removing one card will often bring 
others into the position which enables 
you to push them out. Also, if you 
have several cards of the same suit be- 



48 PUSH PIN. 

tween any two of the same number, you 
may throw them all out. When you 
have laid out all the cards, you may re- 
move the first card to the end of the 
row, which may make new combinations 
possible. The game succeeds if you 
can push out all the cards but two. 



LITTLE LOTS. 49 



LITTLE LOTS. 

EUCHRE PACK. 

WE have, in this funny little game, 
again a new variety. You use 
only what is called a Euchre pack, that 
is, a pack of the thirty-two highest cards 
only, counting the ace the highest, and 
so downward, with the court cards, to 
the sevens. 

Lay off the cards in eight lots of four 
cards each, turning, the top card face 
uppermost. Then take off all the cou- 
ples of the top cards which match, and 
lay them aside. You may then turn up 

the top cards of those piles from which 
4 



50 LITTLE LOTS. 

you have removed a card, and form your 
conples anew, until you no longer have 
any two cards that will match. Should 
you succeed, you will of course have 
matched all the cards, and leave none 
upon the table. You have qne privi- 
lege. If you have any piles containing 
only two cards left, you may turn up 
both cards, and if they match each 
other, you may remove them from the 
table, and so win the game. 

The game is entirely one of chance, 
requiring no skill. It is, however, a 
favorite in Switzerland, and is some- 
times used as a means of foretelling the 
good or ill luck of the player in some 
trifling affair. 



WANDERING CARD. 51 



WANDERING CARD. 

ONE PACK. 

THIS interesting game is on an en- 
tirely new principle, the object 
not being to form families, but a regu- 
lar succession of piles of cards, from 
ace to king, each pile containing four 
cards of the same number. ■ 

Lay thirteen cards down in a row, 
with their faces upward. Then begin 
and lay down another layer of cards on 
the top of these, counting the number 
of the place as you do so. The knaves 
count eleven, the queens twelve, the 
kings thirteen. If the number of pits 



52 WANDERING CARD. 

on the card corresponds to the number 
of the place on which it is laid, you put 
it aside and go on. You repeat this 
until you have four on each pile, except 
in those cases where you have laid one 
aside. 

Take the top card from those laid 
aside, and put it under the pile of the 
corresponding number. Take the top 
card from that pile, and put it also un- 
der the pile to whose number it corre- 
sponds. Continue to do this with the 
top card of the pile, under which you 
put another, until you come to one 
which is already in its right place. 
Then take another of the cards which 
you have laid aside. Repeat this pro- 
cess as long as you have a card to use. 
If successful, you will have a regular 



WANDERING CARD. 53 

succession of piles, from aco to king, 
Yqvl will often be amused to find that 
you have succeeded just as you thought 
yourself about to fail. 



54. PATIENCE AT ST HELENA. 



PATIENCE AT ST. HELENA. 

TWO PACKS. 

fTHHIS game is said to have been in- 
1 vented at St. Helena, and played 
there by Napoleon Bonaparte. No- 
where could patience have been more 
needed. It must have been an impres- 
sive sight to see this mighty emperor, 
who had made and unmade kings by 
his word, beguiling the hours of cap- 
tivity with this quiet game of cards. 
The game is unusually complicated, 
and might well tax even his mental 
powers to achieve success. 

Place four kings, of different suits, in 



PATIENCE AT ST. HELENA. 55 

one horizontal row. Place underneath 
them the four corresponding aces. The 
object of the game is to form the fami- 
lies upon these, descending from the 
kings, and ascending from the aces. 
You must follow suit. Having your two 
packs well shuffled together, you lay 
off a row underneath the aces, another 
row above the kings ; place one card at 
the right end of each row of kings and 
aces, and one also at the left end. You 
must always observe this same order in 
laying off the cards. During the first 
distribution of the pack, you can only 
use the cards above the kings to put 
on the kings, and those below the aces 
to put on the aces ; but you may use 
the side cards for either row. You 
have also the privilege of making nar- 



56 PATIENCE AT ST. HELENA. 

riages, and in the judicious use of this 
privilege lies the great skill of the game. 
By marriage, we mean the placing of 
one card on the top of another, which is 
either just above or just below it in 
rank. This often enables you to free 
the card beneath, which you want, and 
to have a sequence of cards ready for 
use when opportunity offers. Besides 
this, in this game marriage may enable 
you to put a card in the side lines, 
when you can use it for either row. 
But you must also be very careful to 
consider whether you are likely to want 
the cards in the upward or downward 
families, as it depends upon this circum- 
stance whether you will cover with the 
higher card or the lower. You repeat 
these rows until the pack is used up. 



PATIENCE AT ST. HELENA. 57 

It is considered the height of skill to 
complete your families during this first 
distribution, and Napoleon may have 
felt a momentary pleasure when he did 
so, as if he had gained a hard-fought 
battle. If you are not successful in 
this, however, you may take up the 
piles, and shuffle them, and lay them 
twice over; and in this case you can 
use the upper cards in the rows, indis- 
criminately, to put on the kings or tho 
aces. 



58 BLOCKADE. 



BLOCKADE. 

TWO PACKS. 

LAY down cards in rows of ten. 
When the kings and aces appear, 
place them, in two perpendicular rows, 
on the left side. In this game you pile 
the cards in families upward, from ace 
to king, on one side, and downward, 
from king to ace, on the other, following 
suit in both cases. When one row is 
full, you must lay another below it, using 
all cards that can be placed in their 
order upon the kings and aces. Of the 
cards on the table you can use only the 
top and bottom row, and those cards 



BLOCKADE. 59 

which have a space either above or be- 
low. Cards which have others both 
above and below them, are said to be 
blockaded, from whence comes the name 
of the game. Like blockaded ports, 
they are of no use. You must fill up 
the spaces in regular order with cards 
from the pack. When all the cards are 
out, if you have no free ones which fit 
into your families, you have the privi- 
lege of drawing one card, which may 
free others, and so enable you to inish 
your game. 



60 NUMBER ELEVEN. 



NUMBER ELEVEN. 

ONE OR TWO PACKS. 

PLACE six cards in one row, and 
five in the row underneath. 
The aim is to form the number eleven 
with two cards. Any card which will 
form this number can be taken out, 
and their places filled from the pack. 
If a king, queen, and knave are in 
one row, or are all of one suit, they 
count eleven, and can be removed at 
once. If the cards can be all used 
before the rows are complete, the game 
succeeds. 



NUMBER ELEVEN. 61 

This is a very simple game, and very 
suitable for children, as it teaches them 
to see the relation of numbers, and add 
them quickly. 



62 THE EGYPTIAN. 



THE EGYPTIAN, 

ONE PACK. 

THIS game, named in honor of a dis- 
tinguished gentleman represent- 
ing our country in Egypt, is, as its 
name would indicate, one of the most 
interesting and most difficult of these 
games of Patience. It gives an oppor- 
tunity for the exercise of great skill and 
foresight in making the combinations 
of which it admits. You will require 
ample space for it, as all the cards are 
laid upon the table at once. 

In the middle of the table place the 
four aces in a row, one above the other. 



THE EGYPTIAN. 63 

Then begin at the left hand and lay off 
the cards as they come from the pack 
placing five on the left side of the ace 
beginning at the outside, and five at 
the right hand of the ace, leaving off 
at the outside. Do the same with 
the other aces, when you will have 
eight cards remaining. These you will 
place in a lower line, leaving an open 
space in the middle, under the aces. 
You must always observe this same 
order in laying put the cards. 

Your object will now be to form the 
families on the aces in the centre, fol- 
lowing suit. For this purpose, you can 
use only the end cards of each row. 
This would give you very limited 
means, had you not the privilege of 
marriages, i. e., of placing any end card 



64 THE EGYPTIAN. 

on any other end card of the same suit 
that is one number higher or lower. 
This enables you often to remove a 
card from the end, and so free one next 
to it which you wish to use. If, by this 
means, you are able to free an entire 
row of cards, you then have a great op- 
portunity, for you can then take any 
end card you please and put it next to 
the centre, and it becomes an end card, 
on which you can form a marriage, or 
which you may use at pleasure. If, 
after laying out the cards, you find no 
end cards that you can use, and none 
that you can move to form marriages 
you cannot go a step farther ; you must 
take up the cards and try again. But 
if you once get a line freed, by planning 
out your game well, you will almost 



THE EGYPTIAN. 65 

always succeed, and having once got 
well started, every step becomes easier. 
Some authorities allow the privilege of 
drawing a card from the rows which 
can be placed either on the centre 
piles or in marriage on the outer cards. 
Companionship is very agreeable in 
this game, as one person often sees the 
possibility of new combinations which 
have escaped another, i ou need never 
despair as long as you can see anything 
new to be done, for it is surprising how 
the change of one card will open up 
new possibilities. This game well il- 
lustrates the motto, " C'est le premier 
pas qui cotite. v 
5 



66 THE CLOCK. 



THE CLOCK. 

ONE PACK. 

THE principle of this game is the 
same as that of the Wandering 
Card, but it is modified so as to make a 
very pretty figure. It is ; besides, a 
little more difficult to succeed in it. 

Take off the cards in piles of four, 
and place them, face downward, in a 
circle on the table, so as to repre- 
sent the dial of a clock. Put the thir- 
teenth pile in the centre. You then 
number the places as in a clock, begin- 
ning at one and going round to eleven, 
to be represented by the knave, and 



THE CLOCK. 




TEE CLOCK. 69 

twelve by the queen. Now, take the 
top card from the centre pile, and put 
it under the pile of the corresponding 
number, with its face upwards, taking 
off the top card and putting it under 
the pile whose number corresponds to it. 
Oontinue to do this until you come to a 
king, which you put under the centre 
pile, taking another card from the top 
of that to renew your work. If suc- 
cessful, you will have thirteen piles of 
four cards each, face upwards, making a 
very pretty dial of a clock. 

To make this perfectly clear, we have 
added a diagram of the arrangement of 
the cards. 



70 DOUBLE JUMP. 



DOUBLE JUMP. 

ONE PACK. 

THIS is a bright little game, which 
requires you to have your eyes 
open all the time. It resembles Push 
Pin, but is differently played. 

Lay the cards out singly on the table, 
in a row. As you lay them down, if 
you find two of the same suit or num- 
ber, with two cards between them, you 
place them on each other, and push 
up your cards to fill up the space. 
Every move may make a new arrange- 
ment, which will enable you to repeat 
this. When you can jump over no 



DOUBLE JUMP. 71 

more, you lay down again from the 
pack, until you have a new opportunity 
for a jump. Remember that you must 
always pass over two. If you can thus 
reduce the number of your piles to 
three, you may then jump over one on 
to the same suit or number ; and when 
you have two piles, you may put them 
together, if they igree in suit or num- 
ber. Always jump forwards, that is, 
from left to right. 

We should hardly call it failure, if 
you reduce your piles to the number of 
four ; but if you can bring them all into 
one, it will be a brilliant success. 



72 NIVERNAISE. 

NIVERNAISE. 

TWO PACKS. 

THIS is one of the most difficult of 
these games, and you may try 
many times before you succeed in it, 
when your pleasure in success will be 
proportionally great. Having shuffled 
your two packs well together, place four 
cards on your right and four on your 
left, in perpendicular lines. Between 
these place six piles, of four cards each, 
from the pack, in a horizontal line, be- 
ginning at the left hand. From the top 
of these piles, or from the side cards, 
you take the kings and aces as they 
appear, and place them in two horizon- 



NIVERNA1SE. 73 

tal rows below the piles. The vacan- 
cies left in the side rows may be filled 
either from the top of the piles or from 
the pack. Yon form your families 
downward upon the kings, and up- 
ward upon the aces, following suit. 
When you can no longer find any cards 
of the right number to place in your 
families, either in the side rows or on 
the top of your piles, you place four 
more cards on each pile, and use the 
top cards again. You go on thus till 
the whole pack is exhausted, always 
dealing four cards at a time. You may 
take up the piles and shuffle them, and 
lay them down again, twice over. But 
even with this liberty, you may try 
many times before you will succeed m 
forming your families completely. 



74 DUCHESS OF LUYNES. 



DUCHESS OF LUYNES 

TWO PACKS. 



TI^HIS curious game requires con- 
JL stant attention, or you will make 
mistakes in placing your cards. Hav- 
ing shuffled your two packs well to- 
gether, lay off the first four cards, call- 
ing their places one, two, three, and 
four. You put the fifth and sixth cards 
in a stock. When the aces and kings 
appear, you place them, following suit, 
in two horizontal lines, the kings above 
and the aces below, and form the fami- 
lies upon them, piling from the kings 
down to aces, and from the aces upward 



DUCHESS OF LUYNES. 75 

to kings. You can use the top cards 
either from the piles or from the stock. 
Go on laying off your piles in the ?ame 
order, not filling up the place with 
another card, if you use one for the 
families, and always putting the fifth 
and sixth cards in the stock and rows. 
You can renew the stock twice. You 
have also the privilege of taking up 
the rows and stock once more, and lay- 
ing the cards down in the row of four, 
but without the stock of the fifth and 
sixth cards. Should you not succeed 
in completing your families, then you 
will have failed, and must give your 
patience a new trial. 



76 PICTURE. 



PICTURE. 

TWO PACKS. 

PLACE nine cards in three rows, 
called the Picture. Put the four 
kings in a vertical line, on the left 
of the picture, and the four aces in 
the same manner on the right. On 
these you will form the families, by pil- 
ing upward from the aces to the kings, 
and downward from the kings to the 
aces, following suit. You can use any 
card from the picture that will take its 
place in the families. The cards which 
cannot immediately be used in the fami- 
lies are put in a stock, and you may fill 



PICTURE. 77 

up the vacant places in the ^picture 
either from the stock or the pack. You 
may turn the stock twice, playing from 
the pack and picture in the same man- 
ner as before. 

If successful, your picture will prove 
a dissolving view and disappear. 



78 LADY OF THE MANOR. 



LADY OF THE MANOR. 

TWO PACKS. 

ri^HIS is not a very difficult game, 
JL but it is one of the prettiest and 
most interesting, and is quite unlike 
any other. Having shuffled your packs 
well together, lay off four piles of 
twelve cards each, and place them in 
a horizontal row with the faces up. 
Then lay off the rest of the cards 
in thirteen piles, forming a semicircle 
around this row. Each pile should con- 
tain only cards of the same number, and 
they should be placed in regular order. 



LADY OF THE MANOR. 




LADY OF THE MANOR. 81 

the aces being on the left and the kings 
on the right. You may then begin to 
form your families, by placing the aces 
in a horizontal row, at the base of the 
semicircle. On these you put the 
other cards in succession, without be- 
ing obliged to follow suit. You can use 
the top cards of the piles of twelve 
which you first formed or any card in 
the semicircle. There is a very pleas- 
ant opportunity to show your skill in 
deciding when to have recourse to the 
semicircle for a card, as it is always 
more advantageous to use from the piles 
when possible. The only danger of 
failure will come from exhausting the 
piles in the semicircle before you have 
completed your families. 
6 



82 LADY OF THE MANOR. 

The Lady of the Manor seldom fails, 
however, to entertain her friends both 
agreeably and successfully. 



HONORS, 83 



HONORS, 

TWO PACKS. 

THIS game is less pleasing than 
many others, and requires close 
attention; still, as it is curious and 
somewhat different from any other, we 
give it a place. 

Having shuffled the two packs to- 
gether, you place in the upper row the 
deuce of spades, king of hearts, ace of 
diamonds, and queen of clubs ; in the 
lower row, king of spades, queen of 
hearts, knave of diamonds, and ten of 
clubs. The families in the upper row 
are to be piled upward, that is, from 



84 HONORS. 

ace to king, until the suit is complete; 
but in the lower row, they are to be 
piled downward, towards the ace ; but 
each family must end with the card 
next in rank to that with which it 
began. 

You now lay off two rows of cards of 
ten each. When these are full, you 
may lay another card upon each, choos- 
ing the place on which to put it accord- 
ing to your pleasure. Of course you 
will take care to leave those cards un- 
covered which you are likely soon to 
need. It is also well to put two cards 
of the same suit and number together. 
When your places are all filled, you 
may lay off three cards from the pack, 
and even draw one of those from the 
table. Still more, when the pack is out, 



HONORS. 85 

if you have any empty spaces in the 
rows, you may fill them with the top 
card of the double piles, thus freeing 
the card beneath. With all these privi- 
leges you ought to succeed, when you 
will have the aces of spades, two kings 
and queens of hearts, and kings and 
queens of diamonds, and the knaves of 
clubs on the top of the piles. You will 
see that the hearts and diamonds are 
united in pairs of kings and queens, 
while the aces and knaves represert 
the estate of single blessedness. 



86 PUZZLE, 



PUZZLE. 

EUCHRE PACK. 

TS^HIS little game is rather of the 
I nature of Everlasting, but it is 
very simple ; at least it is easy to begin 
it, but not so easy to finish it. It is not 
the first step that costs here, but the 
last. 

Lay four cards in a row. If a king 
occurs, place it in a row above, and fill 
up the place. Continue laying the 
other cards on these four piles, placing 
the kings, as they come, in a row above. 
You must then fill up the families in 
the descending series, using only the 



PUZZLE. 87 

top card of the pile immediately below. 
When you find no top card that you can 
use, take up the piles and re-lay them, 
and again use only the top card to 
fill up your families. If the series is 
complete before your patience is ex- 
hausted, you have won the game. 



88 KNAVES* DIAL. 



KNAVES' DIAL. 

ONE OR TWO PACKS. 

THIS is the first game which makes 
any distinction of color, yet it is 
careful to put both black and red on an 
equality. You may begin with which- 
ever you prefer. The object is to form 
a dial with the figures, and the cards 
are placed as in the diagram of the 
Clock. 

Deal a card from the pack, and put it 
in its appropriate place in the dial, ac- 
cording to its number ; the queens will 
represent eleven and the kings twelve. 



KNAVES' DIAL. 89 

Put tLe knave, when it comes, in the 
centre. 

You now play from the pack, putting 
cards of the same suit as the first one 
in their respective places in the dial. 
The cards which you cannot use are to 
be put into a stock. Having completed 
this first dial, you then put the other 
cards on their numbers, with this re- 
striction, that the colors must alternate. 
If your first suit was black, you must 
now put on red, and the reverse. You 
may turn your stock twice, and you 
will probably succeed in making a very 
pretty dial of a color different from that 
with which you began. 



90 BRUNETTE AND BLONDE. 



BRUNETTE AND BLONDE. 

TWO PACKS 

PLACE eight cards in one row. 
Place the aces, as they come, in a 
row above. On these eight cards you 
may place any which you lay off from 
the pack, which are next to them in the 
descending line, if the color is reversed. 
That is, you can put a red eight on 
a black nine, or a black nine on a 
red ten, and so on. 

As soon as any cards, either in the 
stock or among the eight cards, can be 
put, in their order, upon the aces, you 
may place them there ; but it must be 



BRUNETTE AND BLONDE. 91 

again with alternating colors. On a 
red ace you must put a black deuce, on 
a red three a black four, and so on. 
When any vacancies are left in the line, 
they may be filled either from the stock 
or pack. 

You may turn the stock twice. If 
successful, the Blonde and Brunette will 
share in the Victory equally. 



92 THE SQUARE. 



THE SQUARE. 

TWO PACKS. 

THIS is a very simple game, requir* 
ing no skill, but attention to put- 
ting on the cards as soon as opportuni- 
ty offers. 

Place four cards before you, and four 
in a line on the right and four on the 
left, so as to form three sides of a square. 
Place the eight aces, as they turn up, 
in two rows within the square. Place 
on the twelve cards of the square all 
those of the same suit in the descend- 
ing line, and on the aces those in the 
ascending line. You can use the top 



THE SQUARE. 93 

card from the square, or from the pack, 
to complete your families on the aces. 
Those cards that cannot be placed in 
either form a stock. Whenever you 
can place one card upon another, in the 
descending line, in the square, you can 
do so, filling the vacancy from the stock 
or pack. 

No second distribution is allowed, as 
the first gives you a fair chance )f 
success. 



94 THE QUEEN'S PARTY. 



THE QUEEN'S PARTY. 

ONE PACK. 

LAY off four rows of four cards 
each, making a hollow square, 
with space for eight cards in a circle 
inside. This is called the ante-chamber. 
In this all the guests must wait until 
their appropriate time for entering the 
audience hall. The audience hall is 
the space inside the ante-chamber. The 
kings and queens must come in Togeth- 
er, and take their places thus: The 
king and queen of hearts at the top, of 
diamonds at the bottom, of clubs at the 
right, and of spades at the left, the 
queens being on top of the kings. The 



THE QUEEN'S PARTY. 95 

aces or emperors must be accompanied 
by the knaves, and take their places 
between the queens. On the knaves, 
the common people, or lower cards, will 
take their places, according to suits, 
downward to the deuces. 

You will take from the ante-chamber 
any king and queen, or ace and knave, of 
the same suit, and put them in their 
respective places, and fih the spaces 
in the antechamber from the stock or 
pack. Lay off the cards from the pack, 
putting any which you cannot immedi- 
ately place either in the audience-room 
or ante-chamber, in a stock. You cannot 
turn the stock, but can only fill vacan- 
cies in the ante-chamber. Of course, if 
you succeed, your ante-chamber will be 
empty, and your suits complete. 



96 FIFTEEN IN A ROW. 



FIFTEEN IN A ROW. 

TWO PACKS. 

THIS game resembles the Egyptian, 
but is somewhat differently ar- 
ranged, and is played with two packs, 
instead of one. 

Lay out all the cards of both packs in 
rows of fifteen each, except the last 
row, which will contain only fourteen. 
Let each row lie half way upon the one 
above it. When all the cards are spread 
out, take the aces and kings from the 
last row. Place these as best suits 
your convenience for forming on them 
the families. On the aces you will 



FIFTEEN IN A ROW. 97 

form upward, on the kings downward. 
If there are no aces or kings in the last 
row, see whether, by marriages, you 
can uncover the kings or aces in the 
sixth row. If you cannot, you may 
take them from the sixth row, and fill 
the spaces left by them with the cards 
immediately below them. After you 
have one ace and one king, you can use 
all the cards which are independent, 
that is, which have no other leaning 
upon them, and can either make mar- 
riages with them, or give them their 
places in the families. You must follow 
suit, both in making marriages and in 
placing cards in the families. When- 
ever you have a line free from top to 
bottom, it is called a street. In this 
street you may place any independent 
7 



98 FIFTEEN IN A ROW. 

card, and add to it any that follow 
either in ascending or descending se- 
ries. This gives you a fresh opportu 
nity for new combinations, and if yon 
can once obtain a street, yon may confi- 
dently hope to win this difficult game. 
Success is of course achieved by com- 
pleting your families. 



NAPOLEON. 99 



NAPOLEON, OR THE PET GAME. 

TWO PACKS. 

LAY off four rows of ten cards 
each, the lower row lapping over 
the upper. You can use only the cards 
in the lower row, but when any card in 
that row is taken away, the one above it 
becomes the lowest or free card, and 
can be used. You can also make mar- 
riages by putting any card on the one 
next higher of the same suit, if both 
are free. After the cards are laid out 
the aces are placed in a line below, and 
the families are formed on them by 
piling regularly upwards by suits. 



100 napoleon: 

When you can use a card in the up- 
per row, and so leave a clear space, you 
can fill this space with the top card, 
either of the stock or pack, but you 
cannot fill spaces in any but the top 
row, or put any card already on the 
table in the upper row. Place all cards 
which you cannot immediately use on 
the aces in a stock, and use the top 
card whenever you have opportunity. 
You can turn the stock twice. 

The Pet Game. 

A variation of this game has received 
the name of Pet, from its popularity in 
a large family. In this game, you place 
the cards as before, but you can make 
marriages from the stock or pack, by 



KAPOLEON. 101 

placing the top card on the one next 
above it ; and you can also place any free 
card on an empty space in the first 
row. This gives you great opportunity 
of re-arranging the cards already on 
the table, but to make up for it, there is 
nc privilege of turning the stock. 



102 THE OLD STAGER. 



THE OLD STAGER. 

TWO PACKS. 

LAY off three rows of thirteen 
cards each. If in doing so you 
place a king on a lower number of the 
same suit, you -have the privilege of re- 
moving it to the next place, filling up 
this space with the next card from the 
pack, as it would be almost impossible 
to succeed with a king thus placed. 

After the cards are laid out, place the 
aces as they come in a row below, and 
pile on them by suits from ace to king. 
You can use only the lowest row of 
cards, but when the lower card is 



THE OLD STAGER. 103 

removed, the one next above it becomes 
free for use. You can also form mar- 
riages by placing a free card on another 
free c£rd of the denomination just 
above it of the same suit. You can 
also place the top card from the stock 
or pack either on the aces in order, or 
on the rows. When you have a space 
in the upper row, you can fill it only 
with the top card of the stock ; but you 
can place another free card upon that 
one if it is next below it in number. 
If you do not succeed, you have the 
privilege of laying off three cards from 
the under side of the stock, and then 
going on as before. 



104 CORNERS. 



CORNERS. 



ONE PACK. 



THIS is a very convenient game, 
because it takes only one pack 
and very little space, but it requires 
very close attention. 

The cards are placed as hereafter 
directed, in three rows of three each, 
thus forming a nearly square figure, and 
the families when completed will occupy 
the corners. After shuffling your pack, 
lay the top card in the left hand top 
corner. Whatever its denomination, it 
forms the basis of the pile on which the 
cards must be placed upwards in order, 



CORNERS. 105 

following suit until the family is com- 
plete. 

Thus, if the first card be a nine, the 
cards must be ranged thus : 9, 10, knave, 
queen, king, 1, 2, 3, 4, 5, 6, 7, 8, end- 
ing with eight. When the same num- 
bers of the other suits appear, they 
must be placed on the other corners, 
and the families formed on them in the 
same manner. Place the next top cards 
of the pack on the other spaces in the 
square. When these places are all full, 
reserving the corners for the regular 
families, you must form a stock of all 
cards which you cannot immediately 
use. But you can at any time form 
marriages by placing a lower card on a 
nigher, either from the top of the stock 
or pack, or from one of the centre piles 



106 CORNERS. 

on to another, if a vacant space can be 
thus made ; in the centre piles you can 
fill it either from the stock or pack. 

Remember that in the corners the 
cards are always to be piled upwards, 
that is, a higher on a lower card, follow- 
ing suit, while in the other spaces you 
place a lower card on a higher, and are 
not obliged to follow suit, although it is 
always for your interest to do so when 
you can. When the cards are played 
out, if your game is successful, the 
four suits will be regularly piled in the 
four corners, and the intervening spaces 
left empty. 

You may be in danger of forgetting 
the number of the card which was first 
played, and so neglecting to place the 
corresponding numbers of other suits 



CORNERS. 107 

on the corners, and also of getting con- 
fused in regard to piling up and down 
in different places. 

Do not forget that an ace goes on a 
king in the corners, but on a deuce in 
the other places. There is much skill 
in using the privilege of marriage to 
the best advantage. 



108 RANK AND FILE. 



RANK AND FILE. 

TWO PACKS. 

LAY off eleven cards in a row across 
the table. 

Take a king and an ace of each suit 
from this row if you can find them 
there, with which to begin your families, 
piling upwards on the aces and down- 
wards on the kings, following suit. 

You can use any card in this row 
which comes in order upon them. Fill 
the spaces in this row from the pack. 
When it is full, lay out the next row, 



RANK AND FILE. 109 

slightly lapping upon it. Of this row 
you can use only the two right hand 
end cards. Continue laying out the 
cards in rows, using the two end cards 
as you have a chance, until the pack is 
exhausted. You may then use the 
lower row of cards, or any one left un- 
covered, by using that below it. You 
can also form marriages either upwards 
or downwards with any free cards. If 
you clear a line upwards completely, 
you can place any free king in the 
vacant space, but no other card. This 
will relieve some card above it. 

If you are unsuccessful in completing 
the families by the first laying out, you 
must begin at the left hand lower 
corner and take up the cards by lines 
into a pack, without shuffling ; you relay 



110 RANK AND FILE. 

them under the same conditions aa 
before. 

You can thus relay the cards twice, 
which gives you a fair chance for suc- 
cess. 



THE TOAD. HI 



THE TOAD. 

TWO PACKS. 

DO not be frightened at the name 
of this game, which is a very 
harmless one. It is simple and easy, if 
not as interesting as many others. 

Place in a pile thirteen cards, as they % 
come from the pack. This pile is called 
the Toad. Lay off the other cards in 
five piles, which you may arrange as 
you please. When the aces appear, you 
may lay them in a horizontal line below. 
You will form the families upon these 
without following suit. You can use 
the top cards of the piles and the top 



112 TEE TOAD. 

card of the toad in forming the families. 
If you succeed, of course the toad will 
disappear, and all the cards will find 
their appropriate places in families. 

The toad always stands ready to 
come in with his help. This is a favor- 
ite game with some old players of Pa- 
tience. 



FOOLIANA. 113 



The next four games form an interesting series 
which may well be played in connection. They 
are alike in the rule that in making marriages the 
colors must be used alternately, while they differ 
in many other respects. This rule occurs in only 
one of the games in the earlier editions; viz., 
the Brunette and Blonde, on page 00. 



FOOLIANA. 

ONE PACK. 

TAKE off thirteen cards from the 
pack, and lay them aside in a 
pile, face upwards. This may be called 
the Fool. 

Laj^ the next card that con ^s as the 
beginning of a row on which to form 
8 



11-1 FOOLIANA. 

your families, following suit. Lay the 
next four cards in a row below this. 
From this row you take any card of 
the same number as your first one, and 
place beside it. You can use cards in 
the second row, and the top card of 
the Fool, in building up your families. 
If you cannot use them at present, you 
can make marriages by placing one 
card of the row on another next higher, 
but alternating in color. For instance, 
you place a red ace on a black deuce, 
or a black knave on a red queen. 

You can use the top card of the 
Fool in the same manner; and when a 
space is left in the row jou must fill 
it from the top of the Fool. You can 
not only change one card in this man- 
ner, but all, or any number of cards 



FOOLIANA. 115 

on a pile, if the number of the lowest 
one fits the top card of another pile 
in number and color. 

When you can use no cards from 
the row or the Fool, you take the re- 
maining pack in your hand, and lay off 
three cards together, face up. You can 
use only the top card of this stock to 
put on your families or to make mar- 
riages in the row. Continue laying the 
cards by threes, using the top one until 
the pack is exhausted; then turn the 
stock, and proceed in the same manner. 
You can turn the stock as long as you 
find any card to use; but if you have 
made no change it is of course useless 
to turn it again, and the game has 
failed. It is prudent, however, to turn 
it once more, as you may possibly have 
overlooked an available card. 



116 FOOLIANA. 

When the Fool is exhausted you can 
fill spaces with the lowest card of the 
pack in your hand. 

The game requires little skill, but 
it succeeds rarely, and some players 
allow one more chance by dealing off 
the three cards in a different order, 
when the first one has failed to give 
any help. 



TRIANGLE. 117 



TRIANGLE. 

ONE PACK. 

LAY down one card face up, and six 
others face down, in a horizontal 
row, which must never contain more 
than seven cards. In the second row, 
put the card face up in the second 
place, and complete the row of six with 
cards turned down. Do the same with 
each succeeding row, until the last, 
which will consist of only one card 
turned face up. 

You can use any of these cards turned 
up, either to build up your families 
from the aces or to make marriages, by 



118 TRIANGLE. 

placing a lower card on a higher next 
in order, but alternating colors. The 
card immediately above the one used 
may then be turned up in like manner, 
ready for use. When a space is left 
you can fill it with any turned-up card. 

As you meet the aces, place them on 
the right hand of the triangle, and build 
upon them, following suit. 

You may use the rest of the pack 
either to place in the triangle by the 
same rules as the other cards, or in the 
families. For convenience, you may 
lay these cards in order upon the table, 
that you may easily select what ones 
you wish to use. 

You cannot (as in Fooliana) change 
more than one card from one line to 
another at once; but you can use any 



TRIANGLE. 119 

card from the stock, and even take back 
a top card from the families, if it will 
enable you to work to more advantage. 
Much skill can be employed in this 
game, and it may often be won by care- 
ful changes and rearrangements when 
it seems to be lost. Be careful not to 
use your stock too quickly, never tak- 
ing 1 cards from it while you can use to 
advantage those on. the board. It is a 
very interesting game, and succeeds 
often enough to encourage the plaj^er. 



120 STAIRCASE. 



STAIRCASE. 



TWO PACKS. 



THIS game resembles the Triangle ; 
but it is played with two packs. 
The first row contains ten cards, and 
the card at the right hand is turned up. 
The other rows are formed as in the Tri- 
angle, beginning always in the second 
place, and the last row consists of only 
one card at the extreme left, which is 
turned up. 

When aces appear they are taken 
to form families upon, following suit. 
Marriages are made as in Triangle, al- 
ternating colors ; but in this game any 



STAIRCASE. 121 

number of cards in a sequence may be 
transferred from one line to another, if 
the lowest card is of the right number 
and color to form a marriage. Vacant 
spaces may be filled from other lines in 
the same manner. 

When you have used all possible 
cards, either to form families or mar- 
riages, you then deal off the cards from 
the remaining pack one by one. You 
can place a card by the same rules 
either on the families or in the rows ; 
but if you cannot use it at present you 
must lay it down in a stock on the 
table, where it is " buried," even if it is 
the top card, until you have turned up 
all the cards. Then you can use the 
top cards either in making marriages, 
on the families, or in filling spaces. 



122 STAIRCASE. 

This game gives much opportunity 
for skill. Be very careful not to lay 
off any card on the stock while it is 
possible to make any changes among 
those on the board. 

It succeeds about as often as the 
Triangle. 



GAME OF SEVEN. 123 



GAME. OF SEVEN. 

ONE PACK. 

DEAL off seven cards in a row. 
The families are built upon the 
aces, following suit. 

If there are any aces among the seven 
cards, use them to start your families. 
You can also make marriages among 
them, alternating the color, as in Stair- 
case, etc., but changing only one card at 
a time. 

Then begin to deal off from the pack ; 
and whatever cards you cannot at pres- 
ent use on the seven cards or on the 
aces, must be placed in a stock, of 



124 GAME OF SEVEN. 

which you can use the top card. When 
a space occurs in the row of seven, fill 
it up from the stock, from the lower 
row on the seven, or even, if it will 
help 3 t ou, take back one from the top of 
the families. 

Remember always to follow suit on 
the families, and to alternate colors in 
making marriages. 



A SEQUEL TO MUSICAL. 125 



A SEQUEL TO MUSICAL. 

(PAGE 33.) 

WHEN you have succeeded in 
completing the suits in Musi- 
cal, take the pile at the right hand now 
finished with a king, and put the four- 
spot card above it under it (keeping 
the cards face upwards) ; then put the 
next pile under this, adding the three 
underneath, and do the same with the 
two remaining piles. 

When all are taken up, turn the pack 
over, with the backs toward you, and 
lay down thirteen cards in a row, face 
downwards. 



126 A SEQUEL TO MUSICAL. 

Then put a card on every second card 
in order (commencing with the second 
card), and going over the row until you 
finish at the last card, which should be 
in going over twice. Then begin with 
the third card, and put one on every 
third card ; this should be finished in 
three times. Then begin with the 
fourth card, and put one on every fourth 
card; this row should be finished in 
four times. 

Now take the piles up, commencing 
at the left hand, and put each pile un- 
derneath the previous one. 

When all are taken up, lay the cards 
down one by one, spelling the numerals, 
thus : First card " 0," with face down 
" C " on top of the " ;." the third, " E," 
with face up on the pack, and it will be 



A SEQUEL TO MUSICAL. 127 

an ace. Proceed with all the piles in 
the same manner, spelling two, three, 
etc., and jack, queen, king ; and turn- 
ings the card on the last letter, you will 
have the whole pack of cards before 
you arranged in order. 

It is necessary to be very strict in 
following these directions, or you will 
make mistakes, and spoil the result. 



128 A SPELL. 



A SPELL. 

THIS is similar to the last game, 
but is simpler, as it does not ne- 
cessitate getting out a previous game. 

Place the thirteen cards of one suit in 
the order given below, the three being 
on the top of the pile, and the others in 
succession. 

From the top of the pack turn the 
cards in succession under the pack, 
naming each card by the letters of the 
word to be spelled ; as, " A " " C " " E." 
The fourth card will be the ace, which 
you lay on the table. Then spell " T ' 
" W '' " O " in the same manner, and 



A SPELL. 129 

the next card will be the deuce ; then 
spell three, and the sixth will be the 
three, and so on, until the pack is ex- 
hausted and the whole suit of cards is 
laid out. The order in which to place 
the cards at first is : — 

3, 8, 7, 1, king ; 6, 4, 2, queen, 
knave ; 10, 9, 5, of one suit. 
9 



130 LOUISE'S GAME. 



LOUISE'S GAME. 

TWO PACKS. 

THIS is a variation of Musical 
(page 33). Lay down a row of 
cards of any suit from one to eight, as 
they appear from the pack. For the 
second row below take cards which 
double the number of pips in the first 
row. After the second row is formed, 
add the pips of the first and second row 
together, as in Musical. 

Place the cards which cannot be im- 
mediately used in a stock. You can 
turn this stock twice. If successful, 
every row will end in a king. 



BETHEL. 131 



BETHEL. 

OXE PACK. 

LAY off in a row an ace, deuce, 
three, and four. Taking the 
cards from the pack, pile up on those in 
this row, always increasing the number 
of pips on the cards by its own number, 
the first pile ascending by ones, the sec- 
ond bv twos, and the fourth by fours. 
Place the cards which jou. cannot im- 
mediately use in four piles below, of 
which you" can use the top card when 
opportunity offers, to place it on a pile. 
The families will finally all end in 
kings. The skill consists in placing 



132 BETHEL. 

your cards on the lower row, so that you 
can use them readily. 

You do not follow suit. 

Knave counts as eleven, queen as 
twelve, and king as thirteen. If the 
number is higher than thirteen, begin 
to count 1, 2, again. 

This game resembles Musical. 



WEAVERS. 133 



WEAVERS. 

TWO PACKS. 

LAY out eight kings in a row. Lay 
the other cards in twelve places, 
numbering them in your mind 1, 2, 3, 
4, 5, etc. If any card fits the place in 
which you lay it, as, for instance, an ace 
in the first place or a knave in the 
eleventh, take out such cards, and lay 
them aside as weavers. Use any top 
card to put upon the kings in descend- 
ing order and following suit. 

When there are no top cards which 
fit in the families, take one of th& 
weavers and put it under its corre- 



134 WE A VERS. 

sponding number, and put the top card 
of that pile under its corresponding 
pile, until you find a top card which 
you can use on your families. You 
must then stop and take up another 
weaver and do the same. 

When you can do nothing more, you 
.amy take up the cards without shuf- 
fling, and lay them out, again repeating 
the process twice. You have only as 
many places as you need cards for. If 
you have used all your queens, or any 
one number, you have only eleven 
places; if two numbers are filled, only 
ten, etc. 

This game much resembles the Wan- 
dering Card, and may be more easily 
understood by playing that first (page 
51). 



GAMBLER'S PATIENCE. 135 



GAMBLER'S PATIENCE. 

ONE PACK. 

LAY down four cards in a horizon- 
tal row as they come from the 
pack. Look the cards over, and if any- 
one of them corresponds with another 
in number, place it on top of it, always 
moving the cards from right to left, or 
from number four to number one. If 
a space is left, push the next line of 
cards up to it. 

Lay down a whole row of cards be- 
fore you move any. You need not fol- 
low suit. When you have arranged 
the first row, lay down four more cards 



136 GAMBLER'S PATIENCE. 

upon them in the same manner, always 
moving up the pile from right to left. 
Continue thus until the pack is ex- 
hausted. Then you may pick up the 
first pile in your left hand, face up, and 
put the second, third, and fourth on 
successively; turn them over, and deal 
them out again in the same manner as 
at first. 

Whenever four cards of the same 
number appear in a row (even if one 
belongs to a lower row), you can throw 
them out, and go on as before. The 
ffame is successful when all the cards 
are thrown out. 



FOURS. 137 



FOURS. 

OXE PACK. 

LAY out the whole pack of cards 
as they come from the pack in 
piles of four in a horizontal line, turn- 
ing the faces up. When aces occur as 
top cards, lay them aside to form fami- 
lies upon, following suit. You can 
make marriages by putting a lower on 
a higher card of the same suit. Use 
top card for families when possible. 

When you can do nothing more in 
this way, put the last pile on the top 
of the one next it, and so on, thus 
making a pack from which, as you turn 
it, you will use the first pile. 



138 FOUBS. 

Lay this pack out in fours, and pro- 
ceed as before. When you find, on 
laying them down in fours, that you 
cannot place the top cards either on 
the families or on other piles, you have 
failed, and may try again. 



BRIDAL WREATH. 139 



BRIDAL WREATH. 

TWO PACKS. 

HAVING shuffled the cards well, 
lay off twenty-one cards in this 
manner: place the first one in a slant- 
ing direction from left to right, the 
next one slanting from right to left, 
slightly overlapping it; so continue un- 
til the last one, which is placed up- 
right and closes the wreath. You then 
lay five cards in a line on each side, 
which you may call the bridesmaids. 
You can take the next card as the be- 
ginning of your families, unless you 
prefer to wait for an ace to appear. 



140 BRIDAL WREATH. 

In forming the families you need not 
follow suit. 

You can use the end card of the 
wreath, or any of the cards called 
bridesmaids, to place in order on the 
families. When there is no place for 
a card as you deal it off, place it in a 
stock. You can fill up a space among 
the bridesmaids by a card from the top 
of the stock. 

As it is impossible to succeed unless 
you can use up all the wreath, always 
use the end card of that if you can, 
instead of one from the stock or pack. 

This is a difficult game, which rarely 
succeeds, but is very interesting. 



PICTURE GALLERY. 141 



PICTURE GALLERY. 

ONE PACK. 

LAY off twelve cards in three rows, 
face up. If court cards appear, 
put them under the pack. Then cover 
with cards, face up, from the top of the 
pack any two cards whose pips united 
count eleven, placing the court cards 
on as well as the others. 

If you succeed, the pack will be ex- 
hausted and your square entirely cov- 
ered with court cards. 

This seems to be a modification of 
Number Eleven (page 60), but is more 
difficult, and rarely succeeds. It is 



142 PICTURE GALLERY. 

sometimes used to play a trick on a 
bystander. Let him take out and keep 
a card from the pack. When you have 
laid out all the cards, you will find one 
card which has no corresponding one 
to make eleven; the one needed is of* 
course in the bystander's hand, and you 
can easily tell him the number, but not 
the suit, unless you happen to remem- 
ber what cards of that number have 
already been played. 



THE FLOWER GARDEN. 143 



THE FLOWER GARDEN. 

ONE PACK. 

LAY out six groups of six cards 
each, all face upwards, and with 
the cards of each group slightly sepa- 
rated, fan-shape, so that they may all 
be seen. 

These groups form the Flower Gar- 
den, and the top cards are available for 
use. 

The remaining sixteen cards which 
you retain in your hand form the Bou- 
quet, and every card in it is available. 

Withdraw from the Bouquet, or from 
any available cards on the table, the 



144 THE FLOWER GARDEN. 

aces, and place them in a row, on which 
to build up families, following suit. 

You can also make marriages in the 
Garden, by placing lower on higher 
cards, and are not obliged to follow 
suit. But you may change any number 
of cards at once, if the lower card of 
the sequence is next in order to the one 
on which yon place it. You can take 
cards from the Bouquet to make mar- 
riages or to build up the families. Put 
any top card or sequence from the Gar- 
den, or any from the stock, to fill up a 
space left in the Garden by the removal 
of all the cards of a group. 



REVERSIBLE SEQUENCES. 145 



REVERSIBLE SEQUENCES. 

TWO PACKS. 

IN this game the families are built 
upon kings and aces, ascending 
on aces and descending on kings, as in 
Rank and File, or Judges, on page 
108. 

Deal out all the cards separately, face 
upwards, in four rows, of thirteen cards 
each. The cards in the lower row may 
be used as hereafter described. When 
you have removed any card from the 
lower row, the card above it becomes a 
free card, ready for use. If there are 

any aces or kings in the lower row, lay 
10 



146 REVERSIBLE SEQUENCES. 

them out separately as the foundations 
for families, being careful to take only 
one ace or one king from each suit. 

You can then make marriages either 
ascending or descending, but following 
in suit. When a space is left in the 
upper row it may be filled from the 
stock or pack. 

When the families are complete the 
game is won. There is much opportu- 
nity for skill and care in getting out 
this game. 



INTERVALE. 147 



INTERVALE. 

TWO PACKS. 

LAY clown three rows of eleven 
cards each. Take ont the aces 
in the lower row and place them below, 
in a row, on which to form families, 
following suit. 

You can use the lower row of cards, 
and those above them as soon as they 
are freed. 

You can also make marriages both in 
the ascending and descending line ; but 
you must follow suit both in these and 
the families. You can put a single card 
on a sequence of several cards, or a 



148 INTERVALE. 

sequence of several on one, but you 
must not put two cards upon two. 

As you lay down the cards, put all 
that you cannot use at once, either in 
making marriages or forming families, 
into a stock, of which you can use the 
top card when opportunity offers. You. 
can fill spaces in the top row from 
either the stock or pack. 



QUEEN'S COTILLON. 149 



QUEEN'S COTILLON. 

TWO PACKS. 

ON the left of your table, lay off 
three rows of four cards each. 
On the right, lay off four rows of four 
cards each. Leave a wide space be- 
tween these two figures. 

Take four aces and place them in a 
perpendicular line on the right of this 
space, and the deuces in a similar line 
on the left. You may use any card 
from the right-hand square, and any 
one that is free, — that is, has no card 
below it, — from the left. What cards 
you cannot immediately use, you must 



150 QUEEN'S COTILLON. 

put in a stock, of which you may use 
the top card. You can fill up spaces 
from the right-hand square from the 
stock, or from the pack if you have 
no stock. 

You form your families on the aces 
and deuces by raising the number of 
the card two steps every time. Thus : 
place a three on an ace, a five on a 
three, four on two, six on four, etc. 

When your lines are complete, one 
will consist of kings and the other of 
queens. You must be sure not to use 
two aces or deuces of one suit in be- 
ginning your families. 

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SYMPA THY, 151 



SYMPATHY. 

TWO PACKS. 

THIS is not properly a solitaire 
game, as it requires two persons 
to play it, unless the right hand and 
the left may take their places. 

Suppose A and B to be the players. 
Each player having well shuffled her 
pack, lays it down in piles of three 
cards, faces down. The last card is laid 
aside by each party as a grace card. 

Now B turns up the top card of each 
pile. Next A turns up one of her 
cards ; and if B has one turned up cor- 
responding to it, both cards are thrown 



152 SYMPATHY. 

out of the game. A then turns up the 
card underneath the one removed ; and 
if it corresponds with one of B's, the 
cards are thrown out, if not, it is left 
face up. When A has a turned-up 
card on every pile, then B takes her 
turn by turning up her top cards; and 
if they correspond with A's, they are 
thrown out. The game is thus con- 
tinued alternately. When either player 
lias no card turned up she can use her 
grace card to match with the others. 
If the cards are all thrown out the game 
is successful. 

N.B. There is no antagonism in the 
players, but they unite to work out the 
game, which somewhat resembles Little 
Lots (page 49). 



EXPLANATION 

OF TERMS USED IN PATIENCE. 



Pack, The whole series of fifty-two cards, or in Pa- 
tience often a double series of two packs in one, or 
one hundred and four cards, is called The Pack 
This is held in the hand to play from, and whatever 
remains in the hand is still called the Pack. 

Piquet or Euchre Pack. In Piquet or Euchre only the 
thirty-two highest cards — including the ace and the 
court cards down to the seven — are used ; hence a 
pack of these thirty-two cards is called a Euchre or 
Piquet Pack. 

Suits. Cards of the same kind, as hearts, spades, am- 
monds, clubs, without reference to the numoer of 
spots. 

Pips. The spots on the cards; that is, the figures ef 
clubs, diamonds, &c. 



154" EXPLANATION OF TERMS. 

Court Cards, originally Coat Cards, are the picture 
cards. These, being dressed in costume, were called 
Coat Cards. They arc the King, Queen, and Knave. 

Honors. The aces, together with the court cards, are 
called the Honors. 

Families. The series of cards beginning with thij ace 
and ending with the king in regular succession, or 
the reverse, beginning with the king and ending with 
the ace. The series must be all of one suit only when 
directed to follow suit. 

Stock. The cards that cannot be immediately used as 
they come from the pack, are often put in a pile on 
the table together. These are called a Stock. To 
turn Stock is to take them up, re-shuffle them or not, 
as you please, and use them as you did the original 
pack. 

Marriage. The union of one card with another, just 
°,bove or just below it in rank, — as the queen with 
tbe king or knave, the nine with the eight or ten, &c. 
Sometimes the word is specially applied to the union 
of kings and queens. 



APPENDIX. 

Page 108. — This game, which was called 
Eank and . File in the original book, is 
more often called Judges, which seems the 
better name. Some authorities also allow 
the left-hand lower card of the rows to be 
used on the families, and aces as well as 
kings to be put in the spaces. 

Page 70. — Double Jumj). Many per- 
sons have questioned about this game. It 
is barely possible to get the cards all into 
one pack. Success must be counted ap- 
proximately, four piles being considered 
a good result, three excellent, and one 
very extraordinary. 

Page 72. — Nivernaise. Success in this 
difficult game consists largely on care in 
filling the spaces. If you do not fill a 
space until you find, by looking at the 
cards that you deal off, that you have 
a valuable one, you will often succeed ; 
but many players prefer the stricter rule 
that you must fill a space as soon as it 
occurs. 155 



